/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_WaitGameplayTagQuery.h
Wait until the given gameplay tag query has become true or false, based on TriggerCondition.Bydefault this will look at the owner of this ability. OptionalExternalTarget can be set to make this look at another actor's tags for changes. If the the tag query already satisfies the TriggerCondition when this task is started, it will immediately broadcast the Triggered event. It will keep listening as long as bOnlyTriggerOnce = false.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks", Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE")) static [UAbilityTask_WaitGameplayTagQuery](API\Plugins\GameplayAbilities\Abilities\Tasks\UAbilityTask_WaitGameplayTagQuer-) * WaitGameplayTagQuery ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * OwningAbility, const [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) TagQuery, const [AActor](API\Runtime\Engine\GameFramework\AActor) * InOptionalExternalTarget, const [EWaitGameplayTagQueryTriggerCondition](API\Plugins\GameplayAbilities\Abilities\Tasks\EWaitGameplayTag-) TriggerCondition, const bool bOnlyTriggerOnce )